I'm trying to figure out ways I can identify potential fraudulent customers and users for an upcoming project. Similar to how major game publishes track and detect users who "hack" or "bot".
The only ...

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...

Roblox uses Normal Identities, basicly they assign a lua block/object to a certain number. They use 2 for Scripts and LocalScripts, which can only use non-secured functions, while the command bar can ...

So I'm in the process of building a game in C++ for the engine and Python for behavior and moddability. One of the planned major features is that when the game client connects to a game server with ...

Consider a multiplayer (client/server) game where you initiate the construction of some building. Let's assume construction will complete after 60 minutes.
My plan for dealing with this information ...

in my game the client logs in and receives a map made of tiles (they differ in height and terrain type) from the server. I'm storing these tiles in a SQLite database on the client. The next time the ...

For a game I am working on, one of the build targets is the Unity Webplayer, which does not support saving file I/O at all. However, as it's an action/adventure game based on Zelda 2: The Adventure ...

I am looking into using Java to write a game core, then writing the game logic separate either in Java, or using something like Python. This way I open up the ability for any future users to modify ...

We have made an online game very similar to Pacman. The idea is to award top scorers with various incentives and prizes. But at the end of the day, we need to keep hackers at bay so that our game app ...

Given all the recent improvements on web platform (webgl, websockets, etc.), it should be now possible to see great games on web. However my biggest concern so far has been around serving and storing ...

Imagine I have an HTML5 web game where the user can get points by doing certain activities. The game can be played offline, so there's not necessarily a live internet connection (note: this makes this ...

So, I am conceptualizing a P2P trading card game. The issue is the network: knowing the identity of a card is giving a major advantage, so both clients need enough information about a card that they ...

I am developing a game in java and plan to embed the Groovy script engine to allow for more robust modding options. This comes at a price, of course. Groovy can access anything java can by default, ...

In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...

Context: I'm interesting in developing a security module for servers that handle mobile games, and I'd like it to be usable by the most people possible. So I'm trying to decide what server software I ...

I've never dealt with sending/receiving data from web servers in my games, so I absolutely have no idea how to do this. I tried googling for a good solution but couldn't find anything satisfying.
I ...

So I've decided I want to keep pirated copies of my XNA game from accessing official game servers (which are moderated, so people who paid for the game will get the best experience) by disconnecting ...

I've been lurking around to understand how an authentication system would work in games, but after many searches, it seems that working with ssl/certificates could be a little complicated for just a ...

On backend I am using java. I have a game in HTML5; when user completes it I sends an Ajax call to save the score to database. Now, someone can easily use tools like Fiddler and firebug to modify this ...

I'm planning on venturing on making a single player action rpg in js/html5, and I'd like to prevent cheating. I don't need 100% protection, since it's not going to be a multiplayer game, but I want ...

I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...

Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my ...

I'm implementing a custom binary protocol for a new multiplayer game I'm working on. Its a turn-based strategy game so timing doesn't really matter. I've currently got the basic data sync portion of ...

What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++.
I'm looking for something that is fast and easy to use. I'm only concerned ...

I am developing a "city building" type of browser based flash/flex game. I was checking some of the implementation of existing one of the popular games in facebook using decompilers. I noticed they ...

I am currently building an iOS MMO and I'm leaning towards using TCP as my networking protocol over the higher level HTTP (for the speed difference and the fact that it does not require the client to ...

I am considering using the DTLS protocol for my online multiplayer game. For those who don't know, it is essentially a port of TLS to UDP datagrams.
According to this paper, the main overhead of the ...

I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people.
The thing i am worrying about is ...

Disclaimer: I know that client-side is always to be held with suspicion, but I'm trying to conceive of a way to verify the success or failure of javascript-based mini-games.
Mini-games to add fun to ...

I've been developing a first person shooter/massive multiplayer online roleplaying game for my small business, and was wondering if it would be feasible to use peer-to-peer technology to communicate ...